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You have lived your life, up until this point, as a hermit, secluded from society. Were you betrayed? What do you fear? Now forces you cannot avoid have drawn you out, and you must face the thing that sent you into self-exile.
Ascetic
Your strict moral code forbids the accumulation of wealth. Freedom is freedom from want.
Sorcerous Touch
Talent
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
Exorcise
Technique
You have the power to ward off evils opposed to your faith, be they undead hordes or the powers of other unholy creatures. For each such opponent, you may spend 1 MP to force them to make an opposed spell check using Deft in order to attack or cast spells against you. You cannot cast concentration spells or attack while warding off evil in this way. Moreover, you may make an opposed spell check using Deft to expend MP and dispel the magic of such opponents. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. In order to use this ability in combat, you must not have already acted in the round.
Monk
kit
Once you were the student; now you are the master. You may make unarmed attacks against any number of targets in an encounter space, dividing your damage as you wish among those you hit. If you roll a natural 5 or a 6 when making an attack, you are entitled to another unarmed attack on your turn. As long as you have MP, you are immune to mundane disease and poison.
Equipment
Weapons
5
Spear +4
Reach
First Strike
M/2
Bare Fists or Feet +2
Hand-to-Hand
Armor
Buff Coat
Padded
4
1
Shield
You have no shield equipped.
Defense +7
Initiative +2
Soak0
Wounds
Skills
Languages
Supply
Magic
Maleficence
Force
Crushes fragile objects.
The victim is stunned until after their next action. (They may only act to defend themselves.)
Spells
Call the Wild
Conjuration
+5
You summon to your command a group of animals of your choosing. The number of animals is equal to 1 per MP spent. The type of animals that can be called upon depends on where the spell is cast (an urban setting might summon stray dogs, whereas a woodland setting might summon wild boars). Unless the GM deems otherwise, the animals have 1 HP, 3 in all attributes, and are fearless for the duration of the spell.
Circle of Protection
Abjuration
+5
You bend your maleficence into a protective circle of magic. All those hostile to you or your target must make an opposed spell check to physically enter the circle; its benefits extend to all who remain within its boundaries. The circle does not protect you from ranged attacks or other magic cast from outside it. You must concentrate on working the circle against your opponents for the spell's duration, or else they may pass inside unhindered.
Word of Reckoning
Necromancy
+5
You utter a magic word at your targets. If they can hear it, they are wracked with crippling pain for the duration of the spell. Such victims are stunned and cannot move. You must concentrate on working your spell or their pain ends.
Maleficence
Force
Crushes fragile objects.
The victim is stunned until after their next action. (They may only act to defend themselves.)
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
When the first opponent in a round enters melee range, you may make one of your attacks as a reaction against them. (This tactic does not grant you extra attacks.)